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Claim: Reinforcements – Fire thumbnail

Claim: Reinforcements – Fire

Expansion for Claim

Claim: Reinforcements – Fire Rulebook

Table of Contents

Table of Contents

  • Components
  • Set Up: Faction Rules
    • Location Rules
  • Game Overview
  • Phase One: Recruit Followers
    • Reveal one card
    • Play cards
    • Collect cards
  • Phase Two: Gather Supporters
    • Play cards
    • Collect cards
  • End of the Game & Scoring
  • Faction's Special Powers
    • Demons
    • Fire Elementals
    • Tricksters
    • Poisoners
    • Iconography
  • Locations
    • The Tavern
    • The Pit
    • Lava Fields
    • The Forest

Components

58 cards:

  • 10 Demons, numbered 0-9
  • 10 Fire Elementals, numbered 0-9
  • 10 Tricksters, numbered 1-3-5-7-9, two of each
  • 10 Poisoners, numbered 0-9
  • 14 Toxics
  • 4 Locations

2 overview cards

2 red reveal cards

Set Up: Faction Rules

These factions bring a lot of fun – but they are also very chaotic! Each of the factions have 10 cards and will replace a 10 card faction. However, we advise only to use 1 of the factions from Reinforcements Fire at the time.

When using Poisoners, use the 10 Poisoners to replace another 10 card faction. Then, shuffle the 14 Toxics into a face-down deck. Draw 3 of them and place them face-up. The other 11 will go back into the box.

Location Rules

The Locations can be added to the Locations deck from Claim Reinforcements: Maps.

There are two types of Locations in the game: The 'Building' locations, which have a Blue border, and the 'Setting' locations, which have a Black border. As you setup the game, shuffle each of these different types of locations into two piles by their type. So, you will have one shuffled Building location deck and one shuffled Setting location deck.

You may use this expansion in 3 different ways:

  1. Draw a Setting location card at the beginning of the game, leaving it face-up for the entire game. Apply the effect detailed on the card. This will typically change how the cards interact with each other.

  2. Draw a Building location card at the beginning of the game, leaving it face-up for the entire game. Apply the effect detailed on the card. This will typically change the rules of the end of the game.

  3. You may draw both a Setting and a Building location and apply both of their effects for the entire game.

The Location abilities are trumped by faction, hero and artifact powers.

Game Overview

The game is played in two distinct phases. In Phase One, each player gets a hand of cards that they will use to recruit followers. In Phase Two, they will use the followers they gained in Phase One to compete and win over the five factions of the realms. At the end of the game the player who has the majority of followers of a faction wins that faction's vote. The player who wins the vote of at least three factions wins the game!

Phase One: Recruit Followers

This phase consists of thirteen tricks, one for each card in each player's hand. The Leader for each trick is the player who won the last trick. The first Leader of the game is the youngest player. Each trick is played by following these three steps:

Reveal one card

Flip the top card from the deck in the middle of the table and place it between both players. The players will be competing for this card.

Play cards

  1. The Leader plays any single card from his hand. Note: He can choose a card of any faction, this doesn't have to be a card of the faction the players are competing for.
  2. Then the other player plays any single card from their hand. Important: If able, the other player must follow faction. Which means, if this player has a card in their hand of the faction of the card just played then it must be played. In other words, a player can only play a card of a different faction if no card in their hand matches the faction of the one played by the Leader.

Collect cards

  1. The player that played the highest valued card of the faction played by the Leader wins the card in the middle. In case of a tie, the Leader wins the trick. Note: If the second player played a card of another faction than the Leader automatically wins the trick. [Source text as printed; the sense of this note is that the Leader automatically wins the trick, as the Dutch text of the same note confirms.]
  2. The winner places their won card face-down in their Follower deck. The loser takes a card from the top of the deck in the middle and places it face-down in their Follower deck. This player may look at the card, but is not allowed to show it to the other player. Note: Cards in your Follower deck will be your hand for Phase Two.
  3. Discard all (remaining) cards played. Important: Be sure to keep your Score pile face-up and your Follower deck face-down to keep them separated.

Continue until the deck is depleted and the players are out of cards in their hand.

Now the game moves onto Phase Two.

Phase Two: Gather Supporters

Both players take the 13 Follower cards they gained during Phase One into their hand. Now, players will play another 13 tricks. However, instead of competing for particular cards in the middle, this time players compete for both cards played each trick. Each trick is played by following these two steps:

Play cards

  1. The Leader plays any single card from their hand.
  2. Then the other player plays any single card from their hand. Important: The rules regarding following faction are still in effect!

Collect cards

  1. Determine the winner like in Phase One.
  2. The winner of the trick places both played cards face-up in their Score pile, unless a faction power is in effect.

After all players have played all cards from their hand, all factions are scored.

End of the Game & Scoring

The players count how many cards of each faction they have in their Score pile. Whoever has the most cards of a faction wins that faction's vote. If there is a tie, whoever has the highest numbered card of that faction wins the vote. If a tie still exists check who has the second highest numbered card of that faction, and so on. The player who wins the vote of the most factions wins the game. In case of a tie for the most factions the player with the most cards of factions which voted for him, wins the game.

Faction's Special Powers

Each faction has a special power that effects play. They are as follows:

Demons

When playing the card, you only know if the card is odd or even. You check the value of the card after all players have played into the trick. Announce each value as it is revealed.

Fire Elementals

When playing the card, you only know whether the card is high (5-9) or low (0-4). You check the value of the card after all players have played into the trick. Announce each value as it is revealed.

Tricksters

There are two cards of each card with value 1 / 3 / 5 / 7 / 9. One of the values is real, and one is fake (marked with an X). You do not check for the fakes until final scoring. During final scoring, remove any faction cards with an 'X'.

Poisoners

At the beginning of the game, randomly deal 3 Toxics face-up. When you win a trick with a Poisoner, you may use the Reading Glass to peek at one of the Toxics. You do not tell the other players what you have seen.

At the end of the game, the values of the poison cards are revealed to everyone. Players must discard any faction cards with values that match the poison cards from their score pile. (The 'X' poison cards are a decoy, and does not eliminate any card.) [The source text ends this paragraph with the stray fragment "into a score pile." after the closing parenthesis; it is printed as such and has no clear meaning on its own.]

Iconography

  • Even: square icon
  • Uneven: triangle-right icon
  • High (5-9): up-chevron icon
  • Low (0-4): down-chevron icon

Locations

The Tavern

At the end of the game, each player must take their score pile (minus any that are required to be face-up) and select two cards. Give those two cards to your opponent, and they are added to their score pile.

The Pit

The player who wins the last trick of the game must randomly discard two cards from their score pile.

Lava Fields

If a player ever loses 5 tricks in a row in phase 2, they automatically win the game.

The Forest

If a player has 5 cards or less in their score pile at the end of the game, they automatically win the game.

The Locations can be added to the Locations deck from Claim Reinforcements: Maps.